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orappa

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Everything posted by orappa

  1. ... so in other words, you heard that from people not affiliated with the team who have no idea what they're talking about. We don't know how long DM will take. I think you all remember the problems with 0.5, so SA DM will need extensive testing to make sure it is balanced.
  2. Why was this moved from Other Mods to General?
  3. People can't tell you which is better, as that's purely down to taste. I personally prefer GTA3 for deathmatch and Vice for driving/stunting. My advice is to get both as they are pretty cheap, especially if you get them second-hand from eBay.
  4. Yeah... maybe not set in the '60s though.
  5. orappa

    GTA LCS

    That looks cool although I'm still not tempted to buy a PSP. It will be interesting to see how peds and traffic affect the gameplay.
  6. Since njr1489's reply was quite blunt, I'll elaborate. Our beta testing team consists of people who have been part of the community for a long time and are known to be trustworthy. This is for obvious security reasons.
  7. orappa

    A big problem

    MTA:SA doesn't have this problem btw.
  8. As no point of reference was specified, a 180 degree ramp could be a wall if the origin is another wall parallel to it. [/pedantry] Edit: But then you must ask the question what is a wall and what is a ceiling, at which point the universe explodes.
  9. I think that would be better as part of an RPG mod than just a mod on its own. But yeah, it's a good idea.
  10. With the map editor you could physically place signs on the map warning people of sharp bends (I found some the other day).
  11. It's not really very difficult. If you were sorting roads, you'd just type "road" and add all of the models with "road" in the name into a file along with variations such as "street". This narrows down the number of models left so that you can go through the remaining ones and assign ones that you may have missed such as "rd". Once all of them are sorted, there will probably be a little bit of fine-tuning. You need to use MTA:SA to preview the models and make sure that the .models files work properly though. Some models have random filenames so you need to preview them. There's a platform with a fence around it that's called "fuuuuuuuuuuck" for some reason.
  12. Well whoever it was obviously isn't on the beta team.
  13. There are only CJ characters so far. I don't think it's important for racing. It's all up to the person making the .map file. If they put lots of ramps in without checkpoints, it becomes stunt mode. If they put lots of car changes and no checkpoints, it becomes freeroam mode.
  14. GTA will probably have its own multiplayer built in by 2010. Rockstar have gone further and further - 2 player in SA, 6 player in LCS - so it's likely that they'll go even further with the next releases.
  15. Er... the more often you defrag, the less time it takes. If it takes 10 hours one time, it'll take much less the next time (unless you leave it for ages).
  16. 1. Yep 2. Not in the first release. 3. As there's no footsync in the first release, no. Interesting idea though... it would be good for ejecting people from planes and parachuting to the next checkpoint.
  17. It's possible... just difficult.
  18. Those must use peer to peer systems. MTA uses a dedicated server approach. P2P has several disadvantages.
  19. See the latest news post on http://www.mtavc.com . It lists a fix.
  20. Er... when Oli unbanned himself multiple times, didn't someone cotton on to the fact that he had admin privileges?
  21. Yeah, if people can't find the stickies telling them how to resolve it, how will they find the patch?
  22. I don't see it as a major problem, as people managed well enough with an external server browser in versions prior to 0.5. There's always Game Monitor anyway: http://www.game-monitor.com/GameSearch/mta/
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